This study aimed to develop an e-mentoring youth financial education program and verify its effectiveness for promoting financial empowerment and establishing financial capabilities among independent consumers. A four-session, eight-hour "Youth Financial Empowerment Mentoring Program" was developed. This program dealt with financial literacy and financial psychology factors in an integrated fashion. We used the nonequivalent control group pretest-posttest design to evaluate the program's effectiveness. Specifically, by using Zoom, a virtual conference platform, four mentors of college students were trained for four sessions over two weeks. Meanwhile, four groups were formed with four mentors and 18 high school mentees to implement a four-week e-mentoring program. As a result of the analysis of covariance, significant differences were found between the two groups in all financial psychology factors and financial literacy variables. In addition, the score of the experimental group was higher than that of the control group. As a result of qualitative evaluation through FGI for mentees and mentors, mentees experienced positive changes in financial behavior, beliefs, attitudes, and personal relationships, as well as increased financial knowledge. Meanwhile, mentors experienced positive changes in their introspection into financial behavior and consumption. Considering these results, we can conclude that this program effectively induces participants to learn and reflect on their initiative, which is in line with the original goal of "improving financial empowerment".
Purpose: The current study focused on developing Klong Kone Shrimp Paste (Mesopodopsis) products and packaging, aiming to enhance the capabilities of entrepreneurs with cultural capital in post-pandemic Samut Songkhram Province. Research design, data and methodology: This study sought to analyze product and packaging issues and examine packaging expectations for Klong Kone shrimp paste. A combination of quantitative and qualitative methods was used, including a questionnaire administered to a sample of 400 individuals who purchased community enterprise products. Descriptive analysis, involving percentage, mean, and S.D., along with qualitative analysis through phenomenological methods, such as in-depth interviews and focus groups, were conducted with community enterprise entrepreneurs, experts, and customers. Results: The findings indicate that addressing product conditions and packaging issues with Klong Kone shrimp paste can be achieved by incorporating an attached label on the community product packaging. Conclusion: This approach is necessary due to the lack of community identity reflection and unattractive design, which currently deter customers from considering the products as souvenirs. Additionally, diversifying product offerings is recommended to better align with consumer needs. In terms of packaging expectations, a majority of respondents expressed a strong preference for an attractive appearance.
This study aims to enhance the life satisfaction of the elderly population in South Korea by exploring their satisfaction levels and identifying influencing factors. Utilizing data from the 17th Korean Welfare Panel, which includes 6,260 individuals aged 65 and older, this study employs independent sample t-tests, one-way ANOVA, and hierarchical regression analysis. The results showed that, in general, the life satisfaction of the elderly population was somewhat lower than that of the general adult population in all areas, except for job satisfaction and satisfaction with housing. Key factors influencing life satisfaction among the elderly population include demographic characteristics (gender, age, economic activity, residence, education level), subjective health status factors, financial factors (disposable income, monthly living expenses), and psychological factors (depression, self-esteem). Notably, psychological factors, particularly self-esteem and depression, profoundly affect all life satisfaction domains. Enhancing life satisfaction necessitates fostering positive self-perception and capabilities in the elderly population, suggesting the need for programs focused on positive emotional experiences. Moreover, depression significantly reduces life satisfaction, underscoring the importance of policy interventions to address negative emotions in this demographic. This study is expected to provide basic data for establishing concrete and effective policies for improving the quality of life for the elderly population. Additionally, by highlighting the importance of positive psychological factors, it is anticipated that the study will offer a new direction for improving the life satisfaction of the elderly population.
The Journal of the Convergence on Culture Technology
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v.7
no.4
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pp.369-376
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2021
The purpose of this study is to develop a coaching model which can enhance teaching ability of lifelong educator. To achieve this purpose, this study verifies and analyzes several documentary records related with diverse teaching capabilities, operation reality and coaching method run by lifelong educator. Furthermore, an in-depth interview about teaching capability was undertaken for field experts who have worked at the institutions of lifelong education for more than 10 years. As a result, the study could develop a coaching model to identify teaching capability of lifelong educator by conducting matrix analysis. First, according to the documentary studies, the paradigm for lifelong education has been shifted to centralize learner's demand with the advent of 4th industrial revolution and it suggests coaching capability which could enhance educator's capability should come first. A lifelong educator should have capabilities including identification of vision and goal, creation of mission declaration, development of coaching skill and procedure, management of crisis and coaching capability as an expert in the lifelong education field. Second, a model which can centralize learners could be developed for lifelong teaching capability by adopting a teaching capability suggested by field experts, According to the experts, it is essential to develop a program model to acquire professional knowledge, communication capability, understanding of adult learner, personal relations capability. If there is a model which can develop such capabilities, it is able to strengthen lifelong teaching capability to focus on learner's demand, mainly adult learners, a major consumer of the field. Third, a coaching model to enhance teaching capability for an educator is to acquire and implement sufficient step-by-step teaching capability which has been suggested from a procedure comprised of entrance, progress, critique and return. This, present study suggests, after the critique, a lifelong educator oneself can newly develop and extend a teaching capability basis on pursuing teaching capability as a lifelong educator through the return process.
Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.
GIS is considered as a big industry or business in the field of applied sciences. Recently GIS market in Korea is growing rapidly for LBS, Telematics, Web-geographic information services. This paper attempts to focus on the interrelationship between GIS and geography, and the question of how geography emerged out of intellectual trends within GIS to examine possible contribution of geographers in GIS fields. The application of GIS appears to be largely technical in nature. It is important for the GIS operator and the consumer of GIS products to be aware of the geographical concepts that underpin GIS operations. Also it is seen that many departments of geography in Korea have attempted to actively adopt GIS into their education program, with aim to improve the status. GIS has promoted a shift towards applied geography from academic geography. GIS researchers and educators in geography are concerned not with technology, but with the basic concepts and the issues relating to its use, in comparison with other academic fields. It is the responsibility of geography community to make sure that our students receive a geographical education that includes problem-solving, critical thinking and technical capabilities. It is concluded that promoting GIS technology in geography curriculum is essential for the further expansion of geography within GIS and also for the survival of geography.
Since the beginning of the millennium, 'Maker Movement' has been active throughout the world. Today, there is a maker fair every year in major cities of the world including Seoul, and the number of attendees is increasing day by day, so it can be seen as a kind of maker 'phenomenon'. The positive implication of the maker's movement is that it attempts to break down the monopoly of manufacturing and to restore the rights and capabilities of citizens as makers. Today, highly developed industrial capitalism has a tendency to structurally paralyse citizens, to tie their hands and feet, and to degenerate into consuming entities only. Therefore, it can be said that the maker movement has structural tensions in the relationship of neoliberal manufacturing culture. This study is an attempt to actively interpret the maker movement in terms of "critical making". The maker movement can trace its origins to "counterculture" and "new communalism" that emerged in the United States in the 1960s and 1970s. On the other hand, there is criticism that the maker movement can fall into another technology utopianism and function as an area of consumer society, and mobilize it in the direction of activating consumerism. Although the maker's movement is amorphous due to its characteristics and it is currently in progress, it is difficult to make crude definition yet. However, as the citizens who have been defined only as consumers of science and technology, are newly emerging as producers of makers, there have been great changes in the topography of science and technology and civil society. So the scientific implication of the maker movement is great in that it shows the possibility of causing it.
'Creative Economy' has been announced as the new paradigm of socio-economic development strategy of newly elected President Geun-Hye Park's administration. By explicitly defining people as a major player in creative activity, it seems to depart from expert-driven or science & technology-focused development paradigms of previous administrations. Yet, its interpretation and operation in terms of government policy does not seem to show any differences. This study aims to explicate the nature of Creative Economy as a development paradigm by clarifying the differences between people's creativity and that of scientists and engineers through extensive literature review. People can contribute to the creative activity not just as users but also as living persons who make everyday yet independent choices based on their humanistic, philosophical, ethical and experiential capabilities which are clearly different from the sources of scientists' & engineers' creativity. People's creative activity does involve value judgement about life and can often accelerate the system innovation or transition by changing consumer behaviour and lifestyle, and hence destruct technological lock-in user lock-in of the existing system. People's creativity can thus present 'User/Field-driven Innovation Paradigm which clearly differs from existing expert- or science & technology-driven innovation paradigm. The Creative Economy with focus on people's creativity therefore faces new socio-economic development challenges of fulfilling the User/Field-driven Innovation Paradigm.
Journal of the Korean Society for Library and Information Science
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v.53
no.1
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pp.5-31
/
2019
In this study, in order to foster human resources equipped with expertise in libraries and spatial organization that contributes to the development of libraries, planning, design, and construction, the self-designed library space planning major was developed and the education goal, human resources award, and major capabilities were presented. To this end, the relevant literature analysis, expert opinion collection, and consumer survey were conducted, and the results are as follows. First, the person-in-person awards required for library space planning were identified as space planning personnel, design thinking personnel, and creative working people. Second, the person-specific majors were derived with the ability to analyze the library environment, ability to express spatial concepts, ability to analyze user needs, ability to coordinate interests, ability to understand spatial design, ability to understand spatial design, and ability to apply practical applications. Based on the plan, subjects should be developed that can fulfill the educational goals of the future library space planning major, human resources award, and human resources status, and operation plans should be designed so that the library space planning major can adapt students without fail due to its own design-based major.
As the automobile market has grown steadily in recent years, consumer expectations have also risen. Therefore, it is necessary for automobile sales offices to create innovative customer value that is different from the past. Auto sales offices are making efforts to select salespeople who fit their management strategies, but they are having difficulties in evaluating their actual internal capabilities. Therefore, in this paper, based on the study of Spencer & Spencer (2008), we reconstruct the core competencies required for salesperson selection, and analyze the core competencies required for today's automobile salespersons by deriving the hierarchical importance between those competencies using AHP analysis. As a result, it was possible to derive the importance of core competencies different from previous studies. This is believed to be mainly due to the modern social market, the characteristics of existing car salespeople, and the tendency of recent customers. This study showed that it is possible to set selection criteria according to the ease and importance of calculating the required competency through AHP analysis. In addition, if the existing research is based on job specifications, this study is different in that it analyzed the actual group of experts.
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